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Race to the Depths

A 1-2 session adventure for 4th level characters

by Matthew Long

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A newly erupted volcano exposes an ancient temple to a world that
has forgotten it. Race to the Depths will pit players against other
groups of adventurers and treasure seekers to recover plunder from
this crumbling edifice.

Getting Started
Race to the Depths is an adventure that starts in a port city called Alaghon on the northeastern
coast of Turmish, but you can incorporate it into any sea or even lakeside city or village. The
gods (and their temples) featured in this adventure are native to the land of Faerun in the
Forgotten Realms setting, but you can simply substitute the gods found here with similar ones
from your chosen setting. The gods mentioned in this adventure are as follows:
Umberlee: Goddess of the sea, generally feared by sailors.
Valkur: God of sailors and safe passage over the sea.
Selune: Goddess of the Moon
Chauntea: Goddess of farmers and the harvest.
The combat is designed for a party of 4th level adventurers. See “Adjusting Difficulty” for
suggestions on tailoring this adventure for parties of different sizes. This document assumes you
have access to at least the 5th Edition D&D Player’s Handbook, the Dungeon Master's Guide, and
the Monster Manual. You may want to familiarize yourself with the following enemies found in
the Monster Manual before beginning:
-Sahuagin -Bandit Captain -Priest
-Sahuagin Priestess -Noble -Giant Octopus
-Water Weird -Mastiff -Veteran
-Reef Shark -Thug -Acolyte
-Bandit -Commoner
All magical items mentioned in this adventure can be found in the magic items section of the
Dungeon Master’s Guide. Italicized text in boxes such as the following paragraph is for
descriptive purposes and should be read aloud to your players.

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-One of these ships, the Waylander, is
Sunset at Alaghon owned by a notorious cheapskate named
Captain Ghend.
The city of Alaghon is a large port and capital of -Other adventurers in town will surely head
Turmish. There’s been a buzz around the city in to the temple to claim the treasure.
recent days, all talk is of the volcano. A few days -He recommends haste.
ago, a nearby small island volcano erupted
briefly yet violently. The smoke and ash can
even be seen from shore, tinting the sunset Setting Off
magnificent colors. The eruption tore apart the Not long after leaving Askal’s home, the
island and revealed a temple to some unknown party will notice a lot of activity in the
deity hidden underground. A local wizard by the streets. People from all walks of life are
name of Askal Vendt scryed the temple and rushing towards the docks. When
believes that there is a powerful artifact there; a questioned, commoners will inform the
dagger that had been involved in some kind of party that word has spread of the treasures
ritual. The wizard has been unable to determine in the temple somehow, and expeditions are
being sent out to claim them. Adventurers
further details. He has hired the party to travel
and mercenaries are fighting over the
to the temple and retrieve the dagger as well as limited ships available to sail to the island.
any other artifacts of worth. He will pay the It is quite a spectacle.
party 1,000 gold pieces for the dagger and 75
gold pieces for each artifact of value brought to Around the corner to the docks street, a motley
him. The deal is struck and everyone involved crew of thugs in the final stages of a mugging
relaxes over tea in Askal’s modest study. block the way. The leader releases his terrified
prey and turns around with a cocked head, as
Askal Vendt though listening for full coin pouches.
Still handsome but somewhat rounder and
softer than he used to be, Askal Vendt is a On their way to the docks, the players will
middle aged wizard residing in Alaghon. He encounter a street gang who also have their
is a man content to conduct magical sights set on the temple. They stand in the
research from his home and pays party’s way and attempt to rob them. The
adventurers to gather rare artifacts. Askal is gang consists of 1 thug and 5 bandits.
Jovial and will advise the party if asked. These bullies are used to roughing up
Some important information that he can tell peasants, however, and not seasoned
the party includes: adventurers. The Thug leaves behind 7 GP
-The volcano island is only about two days and a Potion of Healing.
of hard sailing from Alaghon.
-A round trip to the island and back should Bartering With the Skinflint
cost no more than a couple hundred gold
pieces.
-There are several ships for hire down at
the docks.

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The docks are noticeably underpopulated. It negotiation, Prescott shows visible disgust
seems all of the ships that were capable of any at his captain’s copper pinching. Ghend
agrees to get under way immediately and
speed have departed; all save one modest sloop.
the Waylander sails into the night. The
Across the bow of the remaining ship in plain
morning is uneventful, but with a successful
paint and script, the name Waylander is written. DC 10 Charisma check to gather
information or a DC 10 Wisdom
Captain Ghend and His Crew (Perception) check to eavesdrop the party
Ghend is a Gold Dwarf who has captained can learn that the crew is highly dissatisfied
the Waylander for a few years now. He with the captain’s leadership. They are
covets wealth and is not above skullduggery overworked and underpaid. The captain is
to scrape a few coppers more out of any also impatient and on edge, as though he is
endeavor. In fact, he plans to betray the waiting for something that won’t come soon
party should they be successful and steal enough.
whatever they find in the temple. His crew,
however, are not so despicable as he. They
suffer from his avarice as well, making a
The Race Is On
poor wage for long hours. Their
Towards the end of the first day, the lookout in
dissatisfaction is shared by the first mate,
an older and wiry human sailor with dark the crow’s nest spots ships on the horizon.
hair named Prescott. Prescott is an Upon getting closer, two ships can be seen
honorable sailor who tries to live by a code locked in combat and one has boarded the
where he can. He probably wouldn’t consent other. Smoke and screams emanate from the
to a mutiny, but if Captain Ghend ever did chaos. Ghend surveys the scene and says, to no
something truly reprehensible he might one in particular, “They’re weak, could take ‘em
find himself justified… both and their booty. It’d take time though…”

Captain Ghend knows that he is in the The party may choose to ignore them and
position of power, and will try to extort the continue on in the interest of time. But, if
players. Since he is the only ship left, he the party decides to investigate, they will
demands 1,000 GP for the round trip. The find that one side has already won by the
party will likely be unwilling or unable to time they reach the ships. The winning
pay this exorbitant price. With a little group is a crew consisting of 1 bandit
persuading he can be convinced that they captain, 1 priest, and 3 thugs. Combat has
are the only paying customers left in town taken its toll however and all of the enemies
and will drop his price to 500 GP, with a DC are at half HP. The party may attack and
10 Charisma (Persuasion) check. With a lot defeat the crew or make a DC 12 Charisma
of persuading he might lower his price to (Intimidation) check to force their
250 GP, caving to superior bargaining skills surrender. In either case they will find: 88
and an eagerness to get under way, with a GP among the crew, food and water for 10
DC 15 Charisma (Persuasion) check. days total, a healer’s kit, a climbers kit, and
100 extra feet of rope.
Payment can be made upon successful
return from the island. Throughout the

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The Island The Wounded Land

The next day, the island comes into clear view. The dangerous and rocky terrain eventually
The ruins of the temple can be made out in the softens to a dense forest. The going is easy, but
center of it, sitting in the shadow of a slowly soon after entering the forest the path is
dispersing ash cloud. The volcano puffs lightly, interrupted by a great fissure. This deep wound
docile and quiet. A direct sea route is impossible in the land was likely formed by the recent
due to debris from the eruption, but the eruption. It is roughly 60 feet across and 150
crescent shaped island shows two possible feet deep. Trees lean precariously over the edge
landing beaches with paths to the temple. The after being uprooted by the upheaval and some
first path on the east end of the island looks have fallen in entirely. The bottom is, of course,
somewhat treacherous due to jagged rocks but is also littered with jagged stones and protrusions.
shorter and likely faster. The second path on the
west end of the island runs through a forest and A DC 13 Intelligence (Investigation) check
is longer but looks the easiest. A ship lays will show that there are a couple trees
moored just off the west beach. nearby that, when felled, could create a
suitable bridge. There are also trees on the
If the party was delayed somehow from other side, making it possible to fire a rope
reaching here (such as from shopping back arrow or grappling hook into one to make a
in Alaghon, or attacking the other ships bridge. This may prove dangerous to
along the way), then the rival adventuring heavier characters however, at the DM’s
party has already left their ship and may discretion. Climbing down the crevasse and
reach the temple first. If the party hurried back up is also possible, but time
here, the other ship has just landed and consuming (resulting in another delay). The
they have a chance to beat their rivals there jagged rocks are easy enough to descend,
if they take the shorter, harder path. but require a DC 10 Strength (Athletics)
check to climb up. Failure results in a fall
If the party decides to take the easier path which forces the player to make a DC 15
and follow their rivals at the west beach, Strength or Dexterity check to catch
the forest is uneventful until they reach the themselves or suffer 18 (6d6) falling
temple, skip ahead to “Encountering the damage, half bludgeoning half piercing.
Rivals”, then continue the adventure from
“Umberlee’s Sanctuary”. If they choose the Once the fissure has been crossed, the party
harder path, Captain Ghend drops them at will then find itself at the entrance to the
the east beach. The party must move slowly temple. If the party has been delayed one or
among the jagged rocks, but may attempt more times and has not taken an
DC 10 Dexterity (Acrobatics) checks if they opportunity to hurry, they meet the rival
wish to hurry. Hurrying will negate a adventuring party at the entrance. Skip
previous delay. Failure results in a fall ahead to “Encountering the Rivals” and
dealing 1d4 piercing damage as well as a return here once the encounter is resolved.
delay.

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Umberlee’s Sanctuary have uncovered. If attacked they will defend
themselves.
In the middle of this sparse forest, the ground is
sundered and the upheaval reveals an entrance If spoken to, the well-dressed man reveals
to the temple. What once was a subterranean himself to be a Lord Plumtree, a noble from
Sembia who wished to plunder the temple
grand hall now lies exposed to the sun for the
for fame and glory. With the death of his
first time. It must have been the size of village guards at the hands of the sahuagin,
square when it was whole, perhaps larger. One however, he wishes to return to Alaghon
end of the hall falls away into the sea and the and stay no longer in this dangerous place.
other leads deeper into the ground. Large It is clear that his group already possess a
statues of aquatic beasts and monsters jut from few artifacts of value from the temple, and
the walls and the enormous columns that once will give them up if defeated or with a
supported the now absent ceiling are carved successful DC 15 Charisma (Intimidation)
with scenes of sea storms. Anyone could easily check. If allowed to leave, they will do so
identify this as a place of worship for Umberlee; and trouble the party no more. If robbed,
they carry 29 GP and 4 artifacts of value
The Bitch Queen, goddess of the sea, and terror
from the temple of Umberlee. After dealing
of sailors. Two small doors lead the way further with the noble, the party can see what was
into the island. blocking his way.

Upon entering the temple, the party will The Gate of Fealty
walk down a narrow corridor. A character
with a 13 or higher Passive Perception will A massive set of double doors made of stone
be alerted to a presence up ahead. There is about 15 feet high makes up most of the wall.
a small group of people in the next room, There is no apparent way to open them. In front
arguing. With a successful DC 12 Dexterity
of the door there are three small pedestals. On
(Stealth) check, party members may sneak
to the doorway and observe them. one sits a small stone carving of a ship. Another
pedestal holds a carving of the moon and the
In this large room are two armed men, a third bears a tablet depicting rich farmland.
servant, and a well-dressed man with a large dog Etched on the face of the door is a fantastic
on a leash standing in a circle. Two more scene of the goddess Umberlee smashing a
members of their party lie dead on the floor. sailing ship. Below her, a farmer flees for his life
Nearby there are a few corpses of strange as a tidal wave engulfs his land and home.
looking, fish-like humanoids. They are arguing Above her, dark clouds move in to block out
nervously about what to do next. the moon.

The group consists of 1 noble, 1 veteran, 1 With a successful Intelligence (Religion)


commoner, and 1 mastiff. If the party check the following can be discovered:
decides to listen for a while, they will
discover that these explorers are -DC 10, The ship bears holy markings of
considering turning around and going home Valkur, the Moon shows markings of Selune,
with the meager amount of artifacts they and the grove shows markings of Chauntea;

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these three gods are Umberlee’s most hated At the bottom of the staircase, you find yourself
enemies. in a large chamber. This room however, looks
to be naturally formed. Stalactites dot the ceiling
-DC 15, Umberlee is petty and spiteful; the
of and deep pools of seawater can be found on
undoing of her enemies is her greatest wish.
the floor. The damp, unhewn walls are covered
-DC 20, Umberlee’s church sometimes holds in bioluminescent algae that glows soft greens
rites in which they destroy her enemies in and blues. You can see from the stairwell that
effigy, ceremoniously defeating depictions small tools, iconography, and bones lie near the
of her enemies. pools of water on the ground. At the opposite
end of the cavern, a heavy door made of jagged
For the door to open, each pedestal item coral stands with a lever nearby.
must have an action performed on it. The
ship must be broken into at least two
Strewn about the room are 5 artifacts of
pieces, the moon must be completely
value. A DC 11 intelligence (Investigation)
obscured from sight, and the grove must
check reveals that the bones are humanoid,
have water poured onto it. Upon
and that they have been gnawed upon by an
performing the correct action for a
animal resembling a shark. A DC 12
particular carving, the relevant section of
Wisdom (Perception) check reveals a
the door will light up with a pale blue glow.
section of the wall that has fallen away to
reveal a broken pipe. Near the door,
The door opens automatically when all
portions of the wall have fallen away to
three actions are performed, and the ship
reveal a strange mechanism resembling a
carving of Valkur immediately reforms
water tank. The tank is damaged and pipes
itself as though a mending spell were cast
on top of it has been destroyed, allowing
upon it. The carvings also count as 3
vision inside of the tank. A DC 13
artifacts of value. There is a simple lever to
Intelligence (Investigation) check reveals
open and close the door from the inside.
that the door will open when the tank is
filled with water (requiring at least 5
Rising Tide
gallons of water).
Immediately after passing through the door,
there is a short hallway and spiral staircase Upon pulling the switch next to the door,
leading down. The first person to step foot water will begin to erupt from the broken
on the staircase must succeed on a DC 13 pipes in the wall. The pipes lead to the door,
Dexterity saving throw or slip on the slick but must be fixed with a DC 15 Intelligence
algae-covered stairs and take 3 (1d6) (Investigation) check to jury rig a solution
bludgeoning damage. A Passive Perception before the water will flow into the tank and
score of 14 will spot the algae beforehand. unlock it. Pulling the lever, draws the
attention of the Sahuagin.

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Above the roar of the water coursing through easily be destroyed. It leads to what looks
the wall angry, inhuman cries echo throughout like private chambers.
the chamber. Several fish-like humanoids breach
This small room may have once been opulent. A
violently from the water pools. “Do not dare
stone slab that was probably a bed at one time
defile the Sea Queen’s temple! We are her
juts out of the wall. A collapsed bookshelf
chosen! Her treasures are ours to protect!”
covered in algae slumps up against the opposite
wall. All around you are the remains of finery
1 sahuagin priestess and 4 sahuagin that time has turned to damp filth. The curtains,
climb out of the pools of water near the clothing, jewelry, and art in this room would
stairwell and attack the party. The Sahuagin have fetched quite the price had the years not
can move freely between water pools with stripped away their value.
no penalty and have total concealment
while doing so. 3 rounds after the lever is A DC 10 Wisdom (Perception) check reveals
pulled, the water flow from the wall stops, a key to the other door near the dais, 3
but 2 feet of seawater now covers the artifacts of value, and a skeleton wearing a
ground. It is considered difficult terrain but suit of Mariner’s Armor (Breastplate) under
creatures with a swim speed may swim the rubble. A DC 15 Wisdom (Perception)
instead of walking. 2 reef sharks also enter check allows the party to find a hidden and
combat on the third round, under control of locked compartment in the bed that can be
the Sahuagin. The Sahuagin, once defeated, opened with a DC 12 Dexterity (Thieves’
leave behind shiny bits of coral valued at 84 Tools) check. It is trapped with a magical
GP as well as a Trident of Fish Command. cone of thunder that emits from the ceiling.
Searching the pools reveals 2 small pearls This trap is identical to the fire breathing
valued at 100 GP each. After the Sahuagin trap found on page 122 of the Dungeon
have been dealt with and the tank is Master’s guide except that opening the
somehow filled with water, the door opens. container triggers the trap and it deals
thunder damage instead of fire. The
Hallowed Chambers compartment holds 2 more artifacts of
value, a bottle of wine still drinkable valued
at 25 GP, and 3 Potions of Water Breathing.
Through the door is a corridor inlaid with
decorative coral and the bones of sea creatures. The door to the right of the dais is locked. It
It eventually opens into a dome shaped room can be picked with a DC 14 Dexterity
with a dais at its center. Upon the dais is a pulpit (Thieves’ Tools) check, or the key can be
resembling a crashing wave. The floor is littered found in the head priest’s chambers. The
with rotted tapestries and once beautiful carpets. door is made of reinforced wood but is not
There are two doors, one behind and another to magical and therefore can be destroyed
the right of the dais. with the proper application of force.

The pulpit has 1 artifact of value in it. The


door behind the dais is rotted wood and can

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In this room there is very little, save something Intelligence (Nature) check will allow
that resembles a well. The rim of the well is characters to determine that the scorpions
are poisonous and territorial, attacking any
highly stylized likening it to a swirling whirlpool.
who get close. If the scorpions go unnoticed,
The water fills the well to the rim. It is still,
they make a melee attack against the first
dark, and smells of the sea. person to approach (+8 to hit). A target that
is hit takes 2 (1d4) piercing damage and
The well in this room is actually a secret must make a Constitution check of 13 or
underwater passage to a hidden ritual take an additional 11 (2d10) poison
chamber. The well itself is about 30 feet damage. Once spotted, they are easily
deep and a small tunnel branches off from dispatched.
the well and leads deeper. The passage is 80
feet long and is completely dark. There are The tunnel drops off a short ledge into a cavern
dead ends, twists, and turns in the tunnel covered in knee high water. This cavern is about
and a DC 12 Wisdom (Perception) check is 30 feet wide and 90 feet long and there are a
required to prevent becoming lost. A player couple trickles of water pouring from the
who becomes lost spends 3 rounds
ceiling. At the far end, an altar with some
backtracking and reorienting themselves
and must make another Wisdom check to artifacts strewn about it stands above the rest of
proceed in either direction. Once the sunken floor. All around the room, skeletal
successfully navigating the passage, a remains poke out of the water and appear to
player can easily recall the correct path. bob as small waves pass over them. At the
center of the altar a skeleton lies face down
grasping a dagger in its hand. It lies frozen in an
Remnants of a Forgotten Raid outstretched position from when its owner
made a final desperate effort. The dagger is
The underwater passage opens into a small,
lodged in a cracked stone tablet covered in
natural cave. A skeleton is propped up on the
runes and glows slightly with infused magic.
opposite wall from the exit pool. This person
has been dead decades if not centuries, and
2 Water Weirds attack the party in this
much of their possessions have decayed into
room as they reach halfway to the altar. The
nothing. A small pouch on what used to be a water is again at a level that restricts
belt looks salvageable. Beyond the old skeleton movement so it is considered difficult
a low, cramped tunnel covered in sea life leads terrain but creatures with swim speeds may
further in. Pale crabs skitter about and colorful swim instead. The altar at the rear of the
anemones retreat inward when approached. room is above the water so it is normal
terrain. If a Water Weird is brought to less
The pouch nearby contains 7 (1d6+4) than half its hit points it will retreat to one
pinches of Dust of Dryness. His belt buckle of the 2 trickles of water pouring from the
also bears the symbol of Selune. The tunnel ceiling. Once there it can spend an action to
has poisonous sea scorpions on the walls in stand underneath and regain 1d10 + 1 hit
some areas. A DC 15 Wisdom (Perception) points. The dust of dryness is particularly
check is required to spot them. A DC 13 useful against these water elementals, refer
to its entry in the Dungeon Master’s Guide.

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come to return the treasures interred here
Upon defeating the Water Weirds and to the church. They will stop at nothing
searching the room they find the magic short of complete surrender of all artifacts
dagger they are seeking. It is found upon and gold in the party’s possession and their
the altar, protruding from the rune covered immediate return to whence they came. If
tablet into which it was thrust. It is faintly refused or incited, they will attack.
magical, yet unidentifiable and confers no
benefit if wielded. Additionally, among the The rival group consists of 1 Priest and 3
dead they find a pair of Sending Stones, 3 Acolytes. If one of his acolytes is slain, or if
Potions of Water Breathing, 3 Potions of he is reduced to less than half of his hit
Climbing, and a Folding Boat. 6 artifacts of points, the priest uses a Scroll of Conjure
value can be found on the altar and in the Animals on his next turn to summon a Giant
water. An Intelligence (Religion) check DC Octopus to attack the party. The octopus is
10 reveals that the dead were worshippers susceptible to the Trident of Fish Command.
of Umberlee and Selune that slew each If the priest is slain before he can use the
other. Intelligence (Arcana) checks of DC 15 scroll, it can be looted from his corpse along
will tell the players that a powerful ritual with polished coral valued at 58 GP.
designed to affect the weather or perhaps
the moon was stopped here before it could The Temple Conquered
complete.
Ghend’s Betrayal
Encountering the Rivals
Captain Ghend’s men are waiting in a
After backtracking to the entrance of the landing craft at the beach where the players
temple (or before reaching the temple if the left them. After boarding the Waylander,
party was delayed) they meet a rival group Captain Ghend reveals his betrayal. He
attempting to plumb the depths of the demands that the players turn over all of
newly exposed temple. A Passive the artifacts and promises to leave the
Perception score of 14 will alert the party to players in a launch boat with supplies
their presence before they come into view. enough to make it back to Alaghon. Prescott
They are picking through the ruins of the is shocked and appalled by this demand and
grand hall (before the first locked door). If tries to protest. He is silenced by the
the rivals reached the temple first, it is captain and waits to see what happens. The
impossible to sneak past as they are sailors seem unsure of what to do.
watching the approaches.
If the players appeal to Prescott or the
However, their backs are turned to the sailors to mutiny or disobey, they may
entrance so if the party reached the temple engage in a skill contest with Captain Ghend
first and meet the rivals as they leave, they using either Charisma (Persuasion) or
may sneak past or even flee. In this case use Charisma (Intimidation). Use the Bandit
chase rules in the Dungeon Master’s Guide Captain statistics for Captain Ghend. If the
and run the fissure encounter again if party rolls a higher check that the Captain,
applicable. If confronted, the rivals are the crew refuses him and mutinies, locking
shown to be worshippers of Umberlee, Ghend away below decks and honoring the

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original agreement. If the party fails, Ghend, Ending the Adventure
Prescott (a Thug), and 4 Bandits attack the
party. When Ghend is killed or
The simplest way to handle character
incapacitated, the remaining crew
growth is to award a level to each player for
surrenders and honors the original
completing this adventure. If you wish to
agreement.
award experience points, refer to the
The Second Sunset statistics of the enemies that were defeated
in the Monster Manual. Encounters that
The Waylander cuts smoothly through the red, were avoided with stealth or charisma
sunset tinged waters of the Alaghon harbor. should award experience points for those
Throngs of gawkers and curious onlookers clog enemies that were avoided or evaded.
the docks to catch glimpses of the treasure Reaching the temple is a “medium
seekers’ return. A priest of Umberlee stands encounter” so award each player their
stoically at the end of the docks. His face wears medium XP threshold as shown on the “XP
Thresholds by Character Level” table in the
a dark and menacing expression and he puffs up
Dungeon Master’s Guide page 82.
his chest before speaking. Navigating the temple to its end and back is
a “deadly encounter”. Finding any hidden
The Priest of Umberlee is furious and treasure is an “easy encounter”.
threatens the party with the wrath of the
Bitch Queen if they do not return the Adjusting Difficulty
artifacts to their rightful owners. The priest
offers a meager 400 GP for the dagger and a To make the adventure more difficult or
35 GP “finder’s fee” for each artifact of tailor it to combat heavy parties, consider
value. However, he also offers to grant each altering some of the enemies in each
party member two magical blessings of encounter in the following ways: upgrade
Umberlee; a Charm of Darkvision and a bandits to thugs, upgrade the sahuagin
Charm of Vitality. Rules for charms can be priestess to a sahuagin baron, add a
found on page 228 of the Dungeon Master's hunter shark to the water weird
Guide. encounter, raise the water level on
applicable battlefields and force the combat
If refused, the priest will curse loudly but to take place underwater, start enemies
take no further action. Askal Vendt will who were injured before combat with full
happily pay the agreed upon price and is hit points.
curious to hear the party’s tale. He will even
treat the party to a night of modest To make the adventure easier: start rival
carousing if they promise to regale him adventuring groups at reduced hit points to
with their account of the temple. Askal is reflect the hard journey to the temple,
unsure what the dagger may be or what it downgrade thugs to bandits, remove the
can do. Perhaps it no longer can be of use, water hazards from battlefields, replace one
or perhaps… of the water weirds with 2 sahuagin.

Credits and Legal

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Story and Design: Matthew Long This work contains material that is copyright
Wizards of the Coast and/or other authors.
Editing: Austin Brigman
Such material is used with permission under
DUNGEONS & DRAGONS, D&D, Wizards of the the Community Content Agreement for
Coast, Forgotten Realms, the dragon Dungeon Masters Guild.
ampersand, and all other Wizards of the Coast
All other original material in this work is
product names, and their respective logos are
copyright [2016] by Matthew Long and
trademarks of Wizards of the Coast in the USA
published under the Community Content
and other countries.
Agreement for Dungeon Masters Guild.

Photo Credit:
freeimages.com / Vincenzo Piazza

Cover Art Credit: David Revoy (Environment Stock Art Pack)

Not for resale. Permission granted to print or photocopy this document for personal use only . Race to the Depths 13

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